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123 lines
6.5 KiB
C++
123 lines
6.5 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzFramework/Physics/PhysicsScene.h>
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#include <AzFramework/Physics/Common/PhysicsJoint.h>
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#include <AzFramework/Physics/Common/PhysicsEvents.h>
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#include <AzFramework/Physics/Common/PhysicsSimulatedBody.h>
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#include <AzFramework/Physics/Configuration/SceneConfiguration.h>
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#include <Scene/PhysXSceneSimulationEventCallback.h>
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#include <Scene/PhysXSceneSimulationFilterCallback.h>
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namespace physx
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{
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class PxControllerManager;
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struct PxOverlapHit;
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struct PxRaycastHit;
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class PxScene;
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struct PxSweepHit;
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}
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namespace PhysX
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{
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//! PhysX implementation of the AzPhysics::Scene.
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class PhysXScene
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: public AzPhysics::Scene
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{
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public:
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AZ_CLASS_ALLOCATOR_DECL;
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AZ_RTTI(PhysXScene, "{B0FCFDE6-8B59-49D8-8819-E8C2F1EDC182}", AzPhysics::Scene);
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explicit PhysXScene(const AzPhysics::SceneConfiguration& config, const AzPhysics::SceneHandle& sceneHandle);
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~PhysXScene();
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// AzPhysics::PhysicsScene ...
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void StartSimulation(float deltatime) override;
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void FinishSimulation() override;
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void SetEnabled(bool enable) override;
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bool IsEnabled() const override;
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const AzPhysics::SceneConfiguration& GetConfiguration() const override;
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void UpdateConfiguration(const AzPhysics::SceneConfiguration& config) override;
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AzPhysics::SimulatedBodyHandle AddSimulatedBody(const AzPhysics::SimulatedBodyConfiguration* simulatedBodyConfig) override;
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AzPhysics::SimulatedBodyHandleList AddSimulatedBodies(const AzPhysics::SimulatedBodyConfigurationList& simulatedBodyConfigs) override;
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AzPhysics::SimulatedBody* GetSimulatedBodyFromHandle(AzPhysics::SimulatedBodyHandle bodyHandle) override;
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AzPhysics::SimulatedBodyList GetSimulatedBodiesFromHandle(const AzPhysics::SimulatedBodyHandleList& bodyHandles) override;
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void RemoveSimulatedBody(AzPhysics::SimulatedBodyHandle& bodyHandle) override;
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void RemoveSimulatedBodies(AzPhysics::SimulatedBodyHandleList& bodyHandles) override;
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void EnableSimulationOfBody(AzPhysics::SimulatedBodyHandle bodyHandle) override;
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void DisableSimulationOfBody(AzPhysics::SimulatedBodyHandle bodyHandle) override;
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AzPhysics::JointHandle AddJoint(const AzPhysics::JointConfiguration* jointConfig,
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AzPhysics::SimulatedBodyHandle parentBody, AzPhysics::SimulatedBodyHandle childBody) override;
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AzPhysics::Joint* GetJointFromHandle(AzPhysics::JointHandle jointHandle) override;
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void RemoveJoint(AzPhysics::JointHandle jointHandle) override;
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AzPhysics::SceneQueryHits QueryScene(const AzPhysics::SceneQueryRequest* request) override;
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AzPhysics::SceneQueryHitsList QuerySceneBatch(const AzPhysics::SceneQueryRequests& requests) override;
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[[nodiscard]] bool QuerySceneAsync(AzPhysics::SceneQuery::AsyncRequestId requestId,
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const AzPhysics::SceneQueryRequest* request, AzPhysics::SceneQuery::AsyncCallback callback) override;
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[[nodiscard]] bool QuerySceneAsyncBatch(AzPhysics::SceneQuery::AsyncRequestId requestId,
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const AzPhysics::SceneQueryRequests& requests, AzPhysics::SceneQuery::AsyncBatchCallback callback) override;
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void SuppressCollisionEvents(
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const AzPhysics::SimulatedBodyHandle& bodyHandleA,
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const AzPhysics::SimulatedBodyHandle& bodyHandleB) override;
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void UnsuppressCollisionEvents(
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const AzPhysics::SimulatedBodyHandle& bodyHandleA,
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const AzPhysics::SimulatedBodyHandle& bodyHandleB) override;
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void SetGravity(const AZ::Vector3& gravity) override;
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AZ::Vector3 GetGravity() const override;
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AzPhysics::SceneHandle GetSceneHandle() const { return m_sceneHandle; }
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const AZStd::vector<AZStd::pair<AZ::Crc32, AzPhysics::SimulatedBody*>>& GetSimulatedBodyList() const { return m_simulatedBodies; }
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void* GetNativePointer() const override;
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physx::PxControllerManager* GetOrCreateControllerManager();
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private:
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void EnableSimulationOfBodyInternal(AzPhysics::SimulatedBody& body);
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void DisableSimulationOfBodyInternal(AzPhysics::SimulatedBody& body);
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void FlushQueuedEvents();
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void ClearDeferedDeletions();
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void ProcessTriggerEvents();
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void ProcessCollisionEvents();
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void UpdateAzProfilerDataPoints();
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bool m_isEnabled = true;
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AzPhysics::SceneConfiguration m_config;
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AzPhysics::SceneHandle m_sceneHandle;
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float m_currentDeltaTime = 0.0f;
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AZStd::vector<AZStd::pair<AZ::Crc32, AzPhysics::SimulatedBody*>> m_simulatedBodies; //this will become a SimulatedBody with LYN-1334
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AZStd::vector<AzPhysics::SimulatedBody*> m_deferredDeletions;
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AZStd::queue<AzPhysics::SimulatedBodyIndex> m_freeSceneSlots;
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AZStd::vector<AZStd::pair<AZ::Crc32, AzPhysics::Joint*>> m_joints;
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AZStd::vector<AzPhysics::Joint*> m_deferredDeletionsJoints;
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AZStd::queue<AzPhysics::JointIndex> m_freeJointSlots;
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AzPhysics::SystemEvents::OnConfigurationChangedEvent::Handler m_physicsSystemConfigChanged;
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static thread_local AZStd::vector<physx::PxRaycastHit> s_rayCastBuffer; //!< thread local structure to hold hits for a single raycast or shapecast.
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static thread_local AZStd::vector<physx::PxSweepHit> s_sweepBuffer; //!< thread local structure to hold hits for a single shapecast.
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static thread_local AZStd::vector<physx::PxOverlapHit> s_overlapBuffer; //!< thread local structure to hold hits for a single overlap query.
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AZ::u64 m_raycastBufferSize = 32; //!< Maximum number of hits that will be returned from a raycast.
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AZ::u64 m_shapecastBufferSize = 32; //!< Maximum number of hits that can be returned from a shapecast.
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AZ::u64 m_overlapBufferSize = 32; //!< Maximum number of overlaps that can be returned from an overlap query.
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SceneSimulationFilterCallback m_collisionFilterCallback; //!< Handles the filtering of collision pairs reported from PhysX.
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SceneSimulationEventCallback m_simulationEventCallback; //!< Handles the collision and trigger events reported from PhysX.
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physx::PxScene* m_pxScene = nullptr; //!< The physx scene
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physx::PxControllerManager* m_controllerManager = nullptr; //!< The physx controller manager
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AZ::Vector3 m_gravity; // cache the gravity of the scene to avoid a lock in GetGravity().
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};
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}
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